Posts for pirohiko


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Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
ToonLinkGaming wrote:
pirohiko: in this video here: http://www.youtube.com/watch?NR=1&v=BrH2yCoV62Q&feature=endscreen how did you achieve these jumps? it looks like you're zigzagging in the air, but i'm not too sure. Could you explain what you did and how you did it?
When Clash uses running shoes, Zigzagging is faster than a sliding. Please use Lua mentioned above to watch speed. Because internal fps of this game is 30, please push the zigzag input by 2 frames.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
This is my LuaScript. I do not know it about the riding stage.
local HEADER = 0x60A90
local pScale = 3000
local vScale = 100000

gui.register(function()
	local addr = memory.readdword(HEADER)
	if addr ~= 0 then
		addr = addr -0x80000000
	else
		gui.text(8,48,"")
		return
	end
	local X  = memory.readdwordsigned( addr + 0x60 ) / pScale
	local Y  = memory.readdwordsigned( addr + 0x68 ) / pScale
	local Z  = memory.readdwordsigned( addr + 0x64 ) / pScale
	local XV = memory.readdwordsigned( addr + 0x84 ) / vScale
	local YV = memory.readdwordsigned( addr + 0x8C ) / vScale
	local ZV = memory.readdwordsigned( addr + 0x88 ) / vScale
	local V  = memory.readdwordsigned( addr + 0x104) / vScale
	local XY = math.sqrt(XV*XV+YV*YV)
	local D  = memory.readwordsigned(  addr + 0x94 ) / 4096*360
	local J  = memory.readword( addr + 0x1B5 )
	local BOXi = memory.readword(0x6CC69)
	local BOXs = memory.readword(0x6CDC1)
	local Level = memory.readword(0x618DC)

	gui.text(8,48,
		string.format("%8d : Rerecord	\n",movie.rerecordcount() )
		..string.format("%8x : Header	\n",addr )
		..string.format("%8d : Level	\n", Level )

		..string.format("%4d/%3d : Box	\n", BOXi , BOXs )
		.."\n"
		..string.format("%8.2f : Z  Pos	\n", Z  )
		..string.format("%8.2f : Z  Vel	\n", ZV )
		..string.format("%8.2f : X  Pos	\n", X  )
		..string.format("%8.2f : X  Vel	\n", XV )
		..string.format("%8.2f : Y  Pos	\n", Y  )
		..string.format("%8.2f : Y  Vel	\n", YV )
		..string.format("%8.2f : XY Vel	\n", XY )
		..string.format("%8.2f : Velocity	\n", V  )
		..string.format("%8.2f : Jumps	\n", J  )
		..string.format("%8.2f : Degrees	\n", D  )
	)
end)
function key_input()
	local t = joypad.getdown(1)
	local a = {xleft=128,yleft=128,xright=128,yright=128}
	if t.right == true then
		a.xleft = 255
	elseif t.left == true then
		a.xleft = 0
	end
	if t.down == true then
		a.yleft = 255
	elseif t.up == true then
		a.yleft = 0
	end
	joypad.set(1,t)
	joypad.setanalog(1,a)
	joypad.setanalog(2,{xleft=128,yleft=128,xright=128,yright=128})
--	joypad.setanalog(1,{xleft=132,yleft=0})
end

emu.registerbefore(key_input)
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I watch behavior of the memory in such Lua. In this case, by $000032 [09 35 01 C9 09], it jump to script of Picky of 0x9C901. I ran arbitrary code using the position data of the screen http://twitpic.com/7zoatd
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
great works all!! yes,vote.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
Yeah! I saved 3 minutes!! But I am sad because my favorite glitched music disappeared :p
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
Because it don't get the synchronization with the latest version
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I will restart it next month
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I did TAS of a game placed in the old PC gaming magazine "Disc Station". However, it is in a psychedelic color when this game working only in the full screen of the 8-bit color before the DirectX7 generation does the AVI output. Therefore, using the window change tool which performed color conversion and a desktop capture tool, I recorded a replay prepared for by a game. If Hourglass may be provided with an 8-bit-colored conversion function in the future, it will become very convenient. Link to video Link to video
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
Because I can improve this, I cancel it.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I continue updating it calmly https://code.google.com/p/pirohiko/updates/list
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
Mukki wrote:
Awesome! Very entertaining. That glitch into the secret area never gets old. Do you know how much time you saved compared to your last WIP?
It is faster at present than PCSX-RR's PXM for approximately eight seconds.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I finished level 1 at last [url=http://pirohiko.googlecode.com/svn-history/r21/trunk/WIPS/Crash2_100.pjm ].pjm file[/url]
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I still work on improvement of Level 01. 40 frames were improved than the last time. It is the improvement of 225 frames than pxm. pjm file lua file Link to video
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
Crash Bandicoot 3 have a problem from the pcsx era. The depth of some objects is not right. Because same GPU operates definitely in ePSXe, I think that it is not a problem of GPU. Is there the improvement method of this problem? http://tasvideos.org/forum/viewtopic.php?p=267071#267071
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
DarkKobold wrote:
Temporary version of PSXjin v2.0.2 for people to test with: http://sites.google.com/site/darkkobold/psxjin-release.zip?attredirects=0&d=1
My pjm seems to do desync in high possibility. In lagcount, there is difference in 94 or 95 by Level01 opening. http://pirohiko.googlecode.com/svn/trunk/WIPS/Crash2_100.pjm
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
Patashu wrote:
pirohiko wrote:
However, the depth of some object is wrong because of the bug of GPU.
Can you show an example? I watched the video and didn't notice anything out of place.
Some images are completely covered on the back of the background
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I made TAS of Crash3 experimentally. But I don't yet run Crash3 because I'm tasing Crash2 now. However, the depth of some object is wrong because of the bug of GPU. Link to video
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
When Crash bends by 90 degrees twice on ground, you can get a quick turn. The trick which I know is this degree. Good luck :)
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I wrote LuaScript for Crash bandicoot 1
local HEADER = 0x566B4
local pScale = 3000
local vScale = 100000

gui.register(function()
	local addr = memory.readdword(HEADER)
	if addr ~= 0 then
		addr = addr -0x80000000
	else
		return
	end
	local X  = memory.readdwordsigned( addr + 0x80 ) / pScale
	local Y  = memory.readdwordsigned( addr + 0x88 ) / pScale
	local Z  = memory.readdwordsigned( addr + 0x84 ) / pScale
	local XV = memory.readdwordsigned( addr + 0xA4 ) / vScale
	local YV = memory.readdwordsigned( addr + 0xAC ) / vScale
	local ZV = memory.readdwordsigned( addr + 0xA8 ) / vScale
	local V  = memory.readdwordsigned( addr + 0x124) / vScale
	local XY = math.sqrt(XV*XV+YV*YV)
	local D  = memory.readwordsigned(  addr + 0xB4 ) / 4096*360
	local BOX = memory.readbyte(0x61985)
	local Level = memory.readword(0x618DC)

	gui.text(8,48,
		string.format("%8d : Rerecord \n",movie.rerecordcount() )
		..string.format("%8x : Header \n",addr )
		..string.format("%8d : Level \n", Level )
		..string.format("%8d : Box \n", BOX )
		.."\n"
		..string.format("%8.2f : Z  Pos \n", Z  )
		..string.format("%8.2f : Z  Vel \n", ZV )
		..string.format("%8.2f : X  Pos \n", X  )
		..string.format("%8.2f : X  Vel \n", XV )
		..string.format("%8.2f : Y  Pos \n", Y  )
		..string.format("%8.2f : Y  Vel \n", YV )
		..string.format("%8.2f : XY Vel \n", XY )
		..string.format("%8.2f : Velocity \n", V  )
		..string.format("%8.2f : Degrees \n", D  )
	)
end)
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
As for the Crash Bandicoot 1, zigzag boost is possible like the Crash Bandicoot 2. walk velocity : 614400(32bit) walk and spin : 700000 masked walk : 819200 zigzag jump : 769471 , 784800 zigzag jumping spin : 876676 , 894140
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
I resumed this run. The analog input recorded in the range of the square became so fast in comparison with the D-pad input. Is this permitted? Link to video
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
When the analog stick of PSXjin is pushed down to the circular outside, the movement speed becomes faster than D-pad.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
DarkKobold wrote:
pirohiko wrote:
addition: Can PSXjin record the exclusion and adding of the controller? If ON/OFF of a controller connected to a multitap is possible, there is the game that time is shortened. Because there may be a person needing as well as me, I wish for it.
I don't understand this, can you explain further? First, do you mean disconnect and reconnect a controller?
Yes, I want to "disconnect and reconnect" of each controller in the middle of a record. It can change manual operation and an automatic operation. The automatic character puts it in a door together, but the other manual characters are left behind.
Experienced Forum User, Published Author, Skilled player (1769)
Joined: 5/7/2008
Posts: 187
Location: Japan
RAM Watch is opened when I push "Key configuration" of "Graphics Configuration" in my environment. addition: Can PSXjin record the exclusion and adding of the controller? If ON/OFF of a controller connected to a multitap is possible, there is the game that time is shortened. Because there may be a person needing as well as me, I wish for it.
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